Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 99 100 [101] 102 103 ... 185

Author Topic: Text Will Be Text - dfhack plugin  (Read 773571 times)

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1500 on: February 17, 2015, 03:45:16 am »

But you can always try to report glitches (better with a screenshot) and crashes)
Spoiler (click to show/hide)
The resized (ctrl and + method) text getting garbled glitch.

Spoiler (click to show/hide)
The travel map tiles "smearing" and day-to-night transition persisting glitch.

Plus uh, I was trying to see if I would crash in a goblin fortress... it was ridiculously low population for some reason, no trolls murdering gobs in the tower itself... and then... this, which isn't due to twbt I'm sure, but what the hell:
Spoiler (click to show/hide)
Totally non-aggro gobs, several of them flashing like legendary fighters/lords/priests, who respond normally to my feats and direct me to a human for directions to a troublesome dragon lair? The hell?
Logged

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1501 on: February 18, 2015, 12:22:41 am »

I need to override fortifications. Do I need to change all those below? Or is there a simpler way?
Code: [Select]
[OVERRIDE:206:T:ConstructedFortification:4:206]
[OVERRIDE:206:T:StoneFortification:4:206]
[OVERRIDE:206:T:MineralFortification:4:206]
[OVERRIDE:206:T:LavaFortification:4:206]
[OVERRIDE:206:T:FeatureFortification:4:206]
[OVERRIDE:206:T:FrozenFortification:4:206]
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

LeoCean

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1502 on: February 18, 2015, 12:51:28 am »

I need to override fortifications. Do I need to change all those below? Or is there a simpler way?
Code: [Select]
[OVERRIDE:206:T:ConstructedFortification:4:206]
[OVERRIDE:206:T:StoneFortification:4:206]
[OVERRIDE:206:T:MineralFortification:4:206]
[OVERRIDE:206:T:LavaFortification:4:206]
[OVERRIDE:206:T:FeatureFortification:4:206]
[OVERRIDE:206:T:FrozenFortification:4:206]

Yes most of them, some of those won't ever be used but if you are overriding one why not all with the same thing unless you want them to be different.
Logged

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1503 on: February 25, 2015, 04:27:37 am »

Has someone managed to build twbt for dfhack r2 on windows? I can give linux a shot but I kinda lack the proper environment on win and this kill me to release mods without it.
Logged

LeoCean

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1504 on: February 25, 2015, 04:40:10 am »

Did you check the dev updates? He doesn't update the new releases often it's usually in the dev updates next to it on the first page. 5.43, pretty sure the starter packs are using it.
Logged

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1505 on: February 25, 2015, 05:23:31 am »

Is there a way to make use of fog effect to create day/night effect?
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

fricy

  • Bay Watcher
  • [DFHACK:ZEALOT]
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1506 on: February 25, 2015, 06:24:32 am »

Is there a way to make use of fog effect to create day/night effect?
Code: [Select]
rendermax light?
I think it works if you switch twbt to legacy mode. With a serious fps penalty of course...

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1508 on: February 25, 2015, 10:31:59 am »

Is there a way to make use of fog effect to create day/night effect?
Code: [Select]
rendermax light?
I think it works if you switch twbt to legacy mode. With a serious fps penalty of course...

Oh just found that topic.
It doesn't work well with multilevel rendering. But it looks really cool.
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

mifki

  • Bay Watcher
  • works secretly...
    • View Profile
    • mifki
Re: Text Will Be Text - dfhack plugin
« Reply #1509 on: February 27, 2015, 11:47:37 pm »

Oh I just realised I was doing it all wrong. Well I suspected.. but nobody noticed or told me! Now I finally checked - item class as well as building class has a virtual method to draw itself. So in order to override building and item tiles, I don't need all my code and just need to hook that vmethod. This will speed things up, and probably will be combined with a major rewrite to allow choosing tiles based on more parameters, like item/building fields, etc. (let's make animated machinery, huh), and full custom buildings of course. Not sure how all this will be configured though. And also I'm still hoping to implement the next and the last big thing I wanted about df graphics - multilayered rendering so that buildings/items don't completely hide what's beyond them.

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1510 on: February 28, 2015, 12:12:31 am »

Is it possible to display forgotten beasts based on their types? For example, humanoid and lobster.
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

PeridexisErrant

  • Bay Watcher
  • Dai stihó, Hrasht.
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1511 on: February 28, 2015, 02:05:57 am »

This will speed things up, and probably will be combined with a major rewrite to allow choosing tiles based on more parameters, like item/building fields, etc. (let's make animated machinery, huh), and full custom buildings of course. Not sure how all this will be configured though. And also I'm still hoping to implement the next and the last big thing I wanted about df graphics - multilayered rendering so that buildings/items don't completely hide what's beyond them.

Ah, of course.  It's just not finished until you add animated machinery, custom buildings, and overlapping transparent tiles.  I don't know why I ever thought otherwise  :P
Logged
I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1512 on: February 28, 2015, 02:41:38 am »

Is it possible to use a larger picture to display the workshop?
For example, a 48x48 picture instead of 9 16x16 tiles. Maybe in the end it'll be come a 2D version of stonesense.

Yeah, but I'm already satisfied with current features.
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1513 on: February 28, 2015, 04:09:09 am »

Oooh, I have hopes that the rewrite will play nicer with adventure mode, in that the links you were using instead of the new way you found might have been part of what was glitching things up, be glad to poke around and try to recreate the bugs when you get a newer version ready.
Logged

LeoCean

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1514 on: February 28, 2015, 06:06:08 am »

Is it possible to use a larger picture to display the workshop?
For example, a 48x48 picture instead of 9 16x16 tiles. Maybe in the end it'll be come a 2D version of stonesense.

Yeah, but I'm already satisfied with current features.

You can split the image you want up into 16x16 pixels by however big the image is. Spacefox tileset has some overides in the starterpack that fricy added that shows how to edit building tiles.
Logged
Pages: 1 ... 99 100 [101] 102 103 ... 185